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Post by emptyhat on Mar 3, 2012 11:26:30 GMT -5
Fast Attack: Storm Kan Mob: 65 points per model
Killa Kan WS:2 BS:3 S:5 I:2 A:2 F:11 S:11 R:10 Vehicle Composition: 1-3 Killa Kans
Unit Type: Vehicle (Walker)
Wargear: • Dreadnought close combat weapon • Stormpakk*
Options: Each Kan must take one of the weapon options from Codex Orks Killa Kans entry. Strom Kans may not take grot riggers or extra armour.
*Stormpakk: Before moving the Storm Kan mob declare if any Kans are going to use the Stormpakk (Storm Kans using the Stormpakk will no longer be part of the squadron) roll a dice for the first Kan that is jumping: On a roll of 4,5 or 6 the Kan may move out of the squadron up to 12 inches as if it had a jump pack. On a roll of 1,2 or 3 the Kan explodes; place the centre a large template over the Kan, everything under it takes a strength 6 hit.
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Post by Shostak(AWOL) on Mar 4, 2012 11:22:51 GMT -5
Looks pretty nice and well balanced, good job!
My only concern would be that it's too risky, (even for Orks). I might up the points to 75 and make it a 3+ roll to get away without damage. Or the stormpack could explde rather than the Kan, centering the template as normal and rendering the stormpack useless but not necessarily destroying the Kan.
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Post by emptyhat on Mar 4, 2012 11:43:43 GMT -5
Maybe, I was trying to balance the unpredictability witht the fact that taking 3 mobs of heavy support Kans, 3 mobs of Storm Kans and two troop choice Dreds would give you 20 walkers. Probably need to make a bunch and playtest them to see how they work But second opinions are the next best thing
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Post by treadiculous on Mar 4, 2012 14:29:56 GMT -5
I would reduce the percentage chance of explosion, at 50% it'll put you off using them at all.
I like the idea of the Stormpak exploding, maybe giving an auto-penetrating hit?
I would also go down to 30% and have all the kans scatter D6" on landing. I would also make the exploding kan move, but scatter 3D6".
I have a bunch (9) of Kans too, so if we manage to meet for a game then we can test this out.
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Post by emptyhat on Mar 4, 2012 21:15:24 GMT -5
Awesome. Put togther a list using your revised rules, I'll gladly face off against them.
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Post by treadiculous on Mar 6, 2012 4:40:02 GMT -5
In Summary:
Storm Kan 65 points
Fast Attack
Killa Kan WS:2 BS:3 S:5 I:2 A:2 F:11 S:11 R:10 Vehicle Composition: 1-3 Killa Kans
Unit Type: Vehicle (Walker)
Wargear: • Dreadnought close combat weapon • Stormpakk*
Options: Each Kan must take one of the weapon options from Codex Orks Killa Kans entry. Strom Kans may not take grot riggers or extra armour.
*Stormpakk: Before moving the Storm Kan mob declare if any Kans are going to use the Stormpakk (Storm Kans using the Stormpakk will no longer be part of the squadron). Roll a dice for the Kan that is jumping:
On a roll of 3,4,5 or 6 the Kan may move out of the squadron up to 12 inches as if it had a jump pack except that it deviates on landing 1D6" in a random direction.
On a roll of 1 or 2 the Kan explodes; the exploding kan will land 3D6" in a random direction (measured from the starting position) before exploding, place the centre a large template over the Kan, everything under it takes a strength 6 hit whie the Kan suffers an Auto-Penetrating Hit,
If the Kan lands on a vehicle treat this as a S6* ram which hits side (top) armour, the kan will then be placed on the side of the vehicle closest to the final position marked by the scatter roll. * The S6 represents the template explosion on impact, totalling a maximum S12 (S6 explosion + S6 if 18" scatter occurs).
If the kan lands on a friendly infantry unit, the controlling player of the unit may move thier models to accomodate the kan, no model may be within 1" of the Kan.
if the kan lands on an unfriendly infantry unit, the controlling player must resolve a tank shock attack, if they pass they may move up to 6" (if moving through difficult / dangerous terrain the distance is 1D6") to avoid the kan and set themselves into position to recieve it. They may also perfomr a Death or Glory attack vs the Kan before moving... (the kan is a bit stunned on landing sodoesn't lock the brave attacker in close combat).
I feel that the ability to spread the kans out of squadron is a little powerful, maybe limit thestomrpak unit to 1 unit per FOC?.. either that or that the Kans have to move to regroup in the next turn but may still fire while doing so?
I also feel the fact that Heavy Support Slots are free'd up allows for quite a fierce amount of heavy stuff to be deployed....
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Post by emptyhat on Mar 18, 2012 11:35:28 GMT -5
Following the first test game of these I think these worked out pretty well. They just need some fine tuning, moree testing, and of course some konversions.
Funniest moment in the game was when Tread's flamer Storm Kans used their packs the first time: One flew right ahead to where it wanted to, contesting the center of the board, one straight up exploded and one flew backwards off of the table.
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